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2.4.3 - Physical hands, Perf fixes, Mac/Linux fixes, Nesting plugin fix
* **BREAKING** actions.json and associated bindings will automatically be moved to the StreamingAssets folder instead of stored in the project root. This removes the need for the plugin to copy them post build and fixes some problems people were having with version control. **IF YOU HAVE A TITLE ON STEAM AND YOU USE THIS TO BUILD - SET THE NEW PATH IN Application/Virtual Reality -> SteamVR Input System -> This game uses SteamVR Input system to: [GameName]_Data/StreamingAssets/SteamVR/actions.json ** * Added properties to SteamVR_Settings to set default models to use when previewing hand poses * Moved default location of SteamVR_Settings.asset to a folder called SteamVR_Resources to make upgrading the plugin easier (can just delete the whole steamvr directory and import again) * Various fixes for mac/linux issues * Pathing fixes to allow nesting of the SteamVR folders * Added a way to easily set the prefab the poser system uses for previews in the editor. Check SteamVR_Settings.asset * Some fixes for fallback mode * Added index hmd proximity binding * Increased default ColliderArraySize for Hands in the Interaction System to 32 * Removed ResolutionDialogSetting warning in Unity 2019.1 (#498) * Fix partial bindings not including default actions (#494) * Fix Unity crash on "Open binding UI" when using as package (#491) * Fix for copy example input files failing on Linux/OSX (#490) * Add Treadmill Source to Input Sources (#486) * 2D Debug: Camera navigation up/down (E/Q) support (#481) * Fixed an issue with Unity throwing "cannot find ın" error in PCs with Turkish default language. (#479) * Exposed useItemPackagePreview (#432) * Modified Throwable to optionally ease into release velocity scaling. (#173) * Updated openvr sdk version to 1.7.15 * Significant performance increases in the input system * Made the hands physical objects that can touch and push things (similar to The Lab) * Added Snap Turn and related actions / bindings * Changed teleport bindings to use joysticks when available * Normalized line endings and trailing spaces across project * Added Vive Cosmos default bindings * Removed the requirements to have a velocityestimator on throwables. * Added SteamVR.GetHeadsetActivityLevel() which will give you the current state of the hmd (idle, in use, etc)
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Assets/SteamVR/Editor/SteamVR_AutoEnableVR.cs

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Assets/SteamVR/Editor/SteamVR_Settings.cs

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Assets/SteamVR/Editor/SteamVR_UnitySettingsWindow.cs

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@@ -43,7 +43,9 @@ public class SteamVR_UnitySettingsWindow : EditorWindow
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const int recommended_DefaultScreenWidth = 1024;
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const int recommended_DefaultScreenHeight = 768;
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const bool recommended_RunInBackground = true;
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#if !UNITY_2019_1_OR_NEWER
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const ResolutionDialogSetting recommended_DisplayResolutionDialog = ResolutionDialogSetting.HiddenByDefault;
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#endif
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const bool recommended_ResizableWindow = true;
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const D3D11FullscreenMode recommended_FullscreenMode = D3D11FullscreenMode.FullscreenWindow;
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const bool recommended_VisibleInBackground = true;
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using UnityEngine;
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using System.Collections;
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namespace Valve.VR.Extras
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{
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/// <summary>
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/// This is an example class of how to force steamvr initialization. You still need to have vr mode enabled
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/// but you can have the top sdk set to None, then this script will force it to OpenVR after a second
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/// </summary>
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public class SteamVR_ForceSteamVRMode : MonoBehaviour
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{
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public GameObject vrCameraPrefab;
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public GameObject[] disableObjectsOnLoad;
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private IEnumerator Start()
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{
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yield return new WaitForSeconds(1f); // just here to show that you can wait a while.
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SteamVR.Initialize(true);
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while (SteamVR.initializedState != SteamVR.InitializedStates.InitializeSuccess)
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yield return null;
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for (int disableIndex = 0; disableIndex < disableObjectsOnLoad.Length; disableIndex++)
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{
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GameObject toDisable = disableObjectsOnLoad[disableIndex];
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if (toDisable != null)
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toDisable.SetActive(false);
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}
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GameObject.Instantiate(vrCameraPrefab);
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}
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}
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using UnityEngine;
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using System.Collections;
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namespace Valve.VR.Extras
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{
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/// <summary>
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/// This is an example class of how to force steamvr initialization. You still need to have vr mode enabled
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/// but you can have the top sdk set to None, then this script will force it to OpenVR after a second
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/// </summary>
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public class SteamVR_ForceSteamVRMode : MonoBehaviour
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{
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public GameObject vrCameraPrefab;
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public GameObject[] disableObjectsOnLoad;
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private IEnumerator Start()
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{
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yield return new WaitForSeconds(1f); // just here to show that you can wait a while.
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SteamVR.Initialize(true);
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while (SteamVR.initializedState != SteamVR.InitializedStates.InitializeSuccess)
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yield return null;
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for (int disableIndex = 0; disableIndex < disableObjectsOnLoad.Length; disableIndex++)
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{
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GameObject toDisable = disableObjectsOnLoad[disableIndex];
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if (toDisable != null)
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toDisable.SetActive(false);
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}
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GameObject.Instantiate(vrCameraPrefab);
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}
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}
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}

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